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General Tabletop Discussion
*Dungeons & Dragons
Has the OGL/WotC debacle motivated you to create your own Fantasy Heartbreaker or homebrew?
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<blockquote data-quote="Aldarc" data-source="post: 8904162" data-attributes="member: 5142"><p>There are two other player-facing mechanics that Crawford uses in WWN that may be worth mentioning: System Strain and Effort. </p><p></p><p><strong><em>System Strain</em></strong> is a limit on the healing or other magical effects that a target's body can receive that equals to the target's Constitution score. The Healer's <em>Healing Touch</em> ability, for example, heals the target 2d6 HP, but confers 1 point of System Strain on the target. A target cannot receive any additional healing if they are capped, and it takes usually one night of rest to reduce each point of system strain. </p><p></p><p><em><strong>Effort</strong></em> is a mechanic similar to concentration, but it's what fuels many mage's non-spell magical arts. Full Mages have an amount of Effort pool equal to their Magic Skill + Ability Modifier + 1, though this gets a bit complicated with partial mages as their pool differs and they have separate Effort pools per arcane tradition that can only fuel their respective tradition's abilities. Mages may have to commit a point of Effort for a scene, a day, or indefinitely for some of their abilities. For example, a High Mage may commit a point of Effort to <em>Sense Magic</em> around them. </p><p></p><p>I would also add that if your players would prefer more heroic style games and less gritty OSR-style games, there are optional rules in the paid version of the game for <strong><em>Heroic Characters</em></strong>. This is also a good option if you are running a smaller party of 1-2 players. I would probably use these heroic rules, for example, if I ran my partner through a solo campaign.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 8904162, member: 5142"] There are two other player-facing mechanics that Crawford uses in WWN that may be worth mentioning: System Strain and Effort. [B][I]System Strain[/I][/B] is a limit on the healing or other magical effects that a target's body can receive that equals to the target's Constitution score. The Healer's [I]Healing Touch[/I] ability, for example, heals the target 2d6 HP, but confers 1 point of System Strain on the target. A target cannot receive any additional healing if they are capped, and it takes usually one night of rest to reduce each point of system strain. [I][B]Effort[/B][/I] is a mechanic similar to concentration, but it's what fuels many mage's non-spell magical arts. Full Mages have an amount of Effort pool equal to their Magic Skill + Ability Modifier + 1, though this gets a bit complicated with partial mages as their pool differs and they have separate Effort pools per arcane tradition that can only fuel their respective tradition's abilities. Mages may have to commit a point of Effort for a scene, a day, or indefinitely for some of their abilities. For example, a High Mage may commit a point of Effort to [I]Sense Magic[/I] around them. I would also add that if your players would prefer more heroic style games and less gritty OSR-style games, there are optional rules in the paid version of the game for [B][I]Heroic Characters[/I][/B]. This is also a good option if you are running a smaller party of 1-2 players. I would probably use these heroic rules, for example, if I ran my partner through a solo campaign. [/QUOTE]
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Has the OGL/WotC debacle motivated you to create your own Fantasy Heartbreaker or homebrew?
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